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Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips)

STAR WARS: The Old Republic > English > Galactic Starfighter
Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips)
First BioWare Post First BioWare Post

Kuciwalker's Avatar


Kuciwalker
10.02.2014 , 09:22 AM | #301
I agree that thermite is objectively more powerful, but proton has three major things going for it:
  1. Proton torpedoes are starwarsy and thermites are not.
  2. Proton torpedoes are awesome giant blue balls of death (unless they enemy has a missile break in which case they are giant blue balls of impotence)
  3. I'm quite fond of the extra 1.5km range.

Also if you deliberately avoid the extra speed talent and lock onto the bomber at max range you get to troll them for a really long time before it actually hits.

Verain's Avatar


Verain
10.02.2014 , 09:46 AM | #302
I take the extra arc on both torps on all ships that have them now. I'm of the opinion that a point blank with either is just as good with or without the speed talent, but is way easier to launch with the extra wide, and at long range the extra speed often never matters- the ship either has a break or it doesn't, and the speed seems to so rarely matter there. The times when the lock break will come up midflight are just not normally good for either speed of torp.

Also, the extra arc greatly reduces the "ninja lock loss", normally caused by the server thinking they blipped out of your circle. You have a much larger circle on the server too, after all.

(and ofc extra kill zone is IMO mandatory crew passive on any build that wants to land any kind of torp)


I found that the extra speed was really great for midrange launches, but I think as time passed it rarely cheeses the threshold of reaction like it used to- the player is either incapable of breaking the lock, or capable, mostly, these days.
"The most despicable person on the GSF forum."

Altheran's Avatar


Altheran
10.02.2014 , 03:00 PM | #303
Quote: Originally Posted by Verain View Post
I take the extra arc on both torps on all ships that have them now. I'm of the opinion that a point blank with either is just as good with or without the speed talent, but is way easier to launch with the extra wide, and at long range the extra speed often never matters- the ship either has a break or it doesn't, and the speed seems to so rarely matter there. The times when the lock break will come up midflight are just not normally good for either speed of torp.

Also, the extra arc greatly reduces the "ninja lock loss", normally caused by the server thinking they blipped out of your circle. You have a much larger circle on the server too, after all.

(and ofc extra kill zone is IMO mandatory crew passive on any build that wants to land any kind of torp)


I found that the extra speed was really great for midrange launches, but I think as time passed it rarely cheeses the threshold of reaction like it used to- the player is either incapable of breaking the lock, or capable, mostly, these days.
Yes. I agree with all this. The ninja lock loss, the point blank launch, everything.

I find a bit sad that the speed talent doesn't really have a use... And lately I wondered : "what if the firing arc was improved by 2 degrees as baseline, and the talent would improve it only for 2 degrees further instead of 4 ? Would it be more tempting to go the speed route given the arc route would be less game-changing ?"

Ryuku-sama's Avatar


Ryuku-sama
10.02.2014 , 03:11 PM | #304
Quote: Originally Posted by Altheran View Post
Yes. I agree with all this. The ninja lock loss, the point blank launch, everything.

I find a bit sad that the speed talent doesn't really have a use... And lately I wondered : "what if the firing arc was improved by 2 degrees as baseline, and the talent would improve it only for 2 degrees further instead of 4 ? Would it be more tempting to go the speed route given the arc route would be less game-changing ?"
Well... On a double torpedoes T2 GS, I would go with speed simply because a GS doesn't have enough boost to get in close and launch the torp. on a long range Quell too.
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015

TrinityLyre's Avatar


TrinityLyre
10.11.2014 , 10:43 AM | #305
Updated, will add a few more slightly altered builds that I've changed over time. For example, I almost exclusively use Wingman/Running Interference across all ships (minor exceptions to the rule) and I've come to love Laser Cannon.

Quote: Originally Posted by Verain View Post
Put a thermite dot on something, and he'll pop out from behind a satellite and just end that guy.
Truth. I can smell Thermite trails in space.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Gavin_Kelvar's Avatar


Gavin_Kelvar
10.11.2014 , 12:41 PM | #306
Quote: Originally Posted by Altheran View Post
Yes. I agree with all this. The ninja lock loss, the point blank launch, everything.

I find a bit sad that the speed talent doesn't really have a use... And lately I wondered : "what if the firing arc was improved by 2 degrees as baseline, and the talent would improve it only for 2 degrees further instead of 4 ? Would it be more tempting to go the speed route given the arc route would be less game-changing ?"
I'd be inclined to say yes. I think the ninja lock loss is a major, if not the major, reason why the firing arc upgrade is so much better.

Personally I'd love it if they used concussions as a firing arc base line and brought thermites/protorps in line with the degree difference already established between concs and clusters (24 & 28 degrees respectively). So it'd look like this (with crew passive): thermites/protorps 20 degree firing arc, concs 24 degree, clusters 28 degree. It would help sooo much in countering the ninja lock loss and make them much more viable in a dogfight.

Quote: Originally Posted by Verain View Post
I found that the extra speed was really great for midrange launches, but I think as time passed it rarely cheeses the threshold of reaction like it used to- the player is either incapable of breaking the lock, or capable, mostly, these days.
I've been noticing this a lot myself. I just dismissed it as due to my skills being super rusty but I guess not if others have noticed this too.
Aodhán Guilhem
Republic Strike Fighter Pilot
Jedi Covenant

TrinityLyre's Avatar


TrinityLyre
10.13.2014 , 11:36 AM | #307
I actually still believe that missile speed is incredibly important (moreso with Proton since the locks don't randomly disappear as much). I rarely ever have trouble locking torpedoes due to the reduced firing arc (though I recognize that clearly, others do). Giving your opponent less time to react will always be important in a game like this. It's why point-blanking is so useful. Since that can't be done all the time, minimizing travel time maximizes the chance you'll actually deal damage with your heavy-hitter. At 1000m, 2000m, 3000m, wherever. Especially with the increasing use of Power Dive.

It's nice to see an option that actually has good trade-offs while avoiding the boring, old "+dmg this or +dmg that."

Another interesting personal experience is that since running Thermites exclusively on scouts, I don't have nearly as much trouble maintaining locks if I overcompensate for their trajectory (which is easier to do thanks to superior pitch/yaw). Yeah, that bug is still there, but it isn't there in addition to the difficulty of locking on more agile targets with a hulking strike fighter (among other things).
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Drakkolich's Avatar


Drakkolich
10.19.2014 , 04:48 AM | #308
I'm thinking we should probably update a few of the builds at the front. For example I really don't think we should have quads/cluster sting at the front anymore.

Also I was thinking we should add a tip in the gunship section about how important it is to fire at your target as close the middle of your firing arc as possible. By pushing past your target and snaping back as you get to full charge, to get more accuracy out of your shots.
DrakolichDrakolích
The BastionTwitch Stream

TrinityLyre's Avatar


TrinityLyre
10.19.2014 , 11:15 AM | #309
Good points for both, thanks! Will do these updates soon. Spearpoint could certainly use an update as well. Also, I think I need to reiterate my extreme hard on for Wingman. It's quickly become my favorite copilot ability on almost every ship.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Verain's Avatar


Verain
10.19.2014 , 12:50 PM | #310
I think a small write-up about power management would be good too.

Specifically:

1- The effects of F1-F2-F3 (from devpost http://www.swtor.com/community/showthread.php?p=7296379)
F1:
+10% blaster damage
-10% base capacity to shield max
-10% base speed to speed

+50%base regen to Blasters regen
-25% base shield regen to shield regen
-25% base engine regen to engine regen.


F2:
-5% blaster damage
+20% base capacity to shield max
-10% base speed to speed
-25% base regen to Blasters regen
+50% base shield regen to shield regen
-25% base engine regen to engine regen.

F3:
-5% blaster damage
-10% base capacity to shield max
+20% base speed to speed
-25% base regen to Blasters regen
-25% base shield regen to shield regen
+50% base engine regen to engine regen.

2- Top times to press these. Examples:

> (obvious) If being pursued, F3 is very solid. It boosts your engine regen, which is your primary run tool, and your speed.
> (nuanced) If LOSsing around a satellite or rock, alternating between F3 and max throttle and F2 and min throttle will give you a wide variance in speed, the first giving you a lot of speed, the second giving you much more turning radius than any other setting.
> (obvious) When attacking an enemy, F1 is almost mandatory. You make sharper turns and deal 16% more damage than F3, and deal 16% damage than F2, and your blaster power comes back much faster.
> (obvious) Most shields do not regen under fire, so switching out of F2 is advised. But it can be swapped back to for great effect if you want an arc to regen fast and you have stayed out of fire on that arc for a couple seconds.
> (obvious) On a gunship, you often want to be in F1 mode when sniping. This gives you back a lot of power.
> (nuanced) If you are using F3 to get places and then switch to sniper mode, what you do depends on what you think will be happening. If you plan to take one-two shots and then leave, just never leave F3. If you plan to do that a few times, then switch to F1 right away (minimizing your railgun energy loss to charging), and about as you launch your first shot, switch back to F3 for a bit to dip into that sweet "engine power NOT recently consumed" regen. Basically, play your engine pools based on what you think will be needed.
> Generally F3 is better defense than F2, but both are needed. If you have a choice betwixt a few seconds at F3 plus a few seconds at F2, this will give you more regen for each than all that time at F4.

3- Emphasize how important energy management is to proper play.

4- Emphasize maximum throttle when you need engine power and aren't under fire.

5- Boosting and switching to minimum throttle repeatedly is very good for varying your range, but because boost has an initial cost to turn on AND you never leave "engine power recently consumed", this will be very hard to maintain for a long time. It's much easier on a scout, and also easier with quick charge shields.
"The most despicable person on the GSF forum."